First I start off with the Hms Grand Temple as my gunship. It will be equipped with a helmsman, captain, fireshot, and oarsman. This beast will be able to handle my opponent's gunships with its 4 2l cannons and 2 3s cannons, it will be very accurate.
Next, Ill use the Devil Ray with a helmsman to take care of my opponent's treasure runners.
Then, I'll use the Longshanks equipped with a helmsman as my Treasure runner and it will be towing the Giblitrar as a safety precaution.
What do you guys think?
Section: Ship #1 (5 miniatures)
1
x
Captain (PofSM)
Collector's Number: T-013
Faction Affiliation: Pirate
Rarity: C
Type: Crew
Point Value: 3
Miniature text: This ship may move and shoot using the same move action.
1
x
Crimson Angel (PatOE)
Collector's Number: 039
Faction Affiliation: Pirate
Rarity: R
Type: Crew
Point Value: 5
Miniature text: Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship gets +1 to her cannon rolls against any non-Pirate ship
Crimson Angel returned to piracy by beating Blackheart at his own game, wagering her own soul for those aboard the Deliverance. The newly free crew will serve her until they die honorable deaths
1
x
HMS Grand Temple (PatOE)
Collector's Number: 044
Faction Affiliation: England
Rarity: R
Type: Ship
Point Value: 15
Cargo Space: 3
Base Move: S+S
Cannons: 3S,3S,2L,2L,2L,2L
Miniature text: Junk. Pirate crew may use their abilities on this ship.
Admiral Kenyon made a great show of the Jade Rebellion surrendering this ship to his forces, and now uses her as his flagship to symbolize English power.
1
x
Helmsman (PofSM)
Collector's Number: GT-003
Faction Affiliation: Pirate
Rarity: PR
Type: Crew
Point Value: 2
Miniature text: This ship gets +S to her base move.
1
x
Oarsman (PofSM)
Collector's Number: T-019
Faction Affiliation: Pirate
Rarity: C
Type: Crew
Point Value: 1
Miniature text: If derelict, this ship gains a base move of S. This crew takes up no cargo space.
Section: Ship #2 (2 miniatures)
1
x
Devil Ray (PofMI)
Collector's Number: 007
Faction Affiliation: Mercenaries
Rarity: R
Type: Ship
Point Value: 10
Cargo Space: 3
Base Move: S
Cannons: 4L-4L
Miniature text: Mercenary, Submarine. When submerged , this ship gets +L to her base move. Link:
1
x
Helmsman (PatOE)
Collector's Number: 128
Faction Affiliation: The Cursed
Rarity: CT
Type: Crew
Point Value: 2
Miniature text: This ship gets +S to her base move
Section: Ship #3 (2 miniatures)
1
x
Gibraltar (RotF)
Collector's Number: 015
Faction Affiliation: England
Rarity: R
Type: Ship
Point Value: 7
Cargo Space: 0
Base Move: T
Cannons: 2S-2S-2S-2S
Miniature text: Flotilla. Printed cannon ranges are doubled.
The English created this “sea tank” after Cursed attacks became too bold and occurred too near their own borders.
1
x
Longshanks (PofSM)
Collector's Number: PS-018
Faction Affiliation: Pirate
Rarity: C
Type: Ship
Point Value: 6
Cargo Space: 4
Base Move: S+L
Cannons: 3S-3L-3S
Miniature text: This ship may never load the last treasure from an island.
The HMS Grand Temple is an excellent gunship choice, but I would take advantage of her ability to use pirate crew with OE Calico Cat or OE Crimson Angel for a cheap extra action and world-hater. Plus with an English ship, I'd use Hermione Gold instead of a separate Captain and Helmsman.
I like the idea of using a fast treasure runner to tow a flotilla for protection, but the nationalities have to match for it to be legal. Also towing the flotilla will nullify the bonus +S from the helmsman on the Longshanks, so no need to use him. You'll either need to change to using the Doombox, or switch to a fast English ship like the Bilge, or HMS Gibralter.
Yea you're right i just remembered that flotilla can't use extra crew abilities
but where i play we don't need to have the same nationality ship to tow the flotilla
The Longshanks should be fast enough without the helmsman. Adding an explorer on the Longshanks is usually a pretty good move.
I would consider trading in the shipwright and the oarsman on the Grand Temple for something else. With that many masts, it's very unlikely that an oarsman or shipwright will ever be useful. If you need to use a shipwright, then you're probably being shot at, which means you have much better things to do than waste an entire turn to repair a single mast.
If you can get ahold of an OE Crimson Angel (Same Action Twice, +1 vs all non-pirate ships), that would be great. The most popular tactic for the Grand Temple is to put a Pirate SAC captain on her, since the Pirates have the most SAC captains. But there plenty of other really great Pirate crews.
Yea after some thought i decided to take out the shipwright and keep the oarsman there just in case i need it. I don't have any OE Crimson Angel
but if you would like to trade me one that would be great. I added Crimson Angel(OE) to the Hms Grand Temple so it can have a chance to use an action twice. Plus the +1 cannon roll to non-pirate ships.
Thanks Darrin and Mill for helping me out there.
More suggestions are much appreciated